@ -21,7 +21,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-02-13: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit ().
// 2024-02-13: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadModeAutoFirst(), ImGui_ImplSDL2_SetGamepadModeAutoAll(), ImGui_ImplSDL2_SetGamepadModeManual ().
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
@ -102,6 +102,13 @@
# define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
// SDL Data
enum ImGui_ImplSDL2_GamepadMode
{
ImGui_ImplSDL2_GamepadMode_AutoFirst , // (Default) Use first available gamepad
ImGui_ImplSDL2_GamepadMode_AutoAll , // Use all available gamepad
ImGui_ImplSDL2_GamepadMode_Manual ,
} ;
struct ImGui_ImplSDL2_Data
{
SDL_Window * Window ;
@ -118,9 +125,9 @@ struct ImGui_ImplSDL2_Data
bool MouseCanUseGlobalState ;
// Gamepad handling
SDL_GameController * Gamepad ;
bool GamepadSelectAuto ;
bool WantRefreshGamepads ; // Refresh gamepad list
ImVector < SDL_GameController * > Gamepads ;
ImGui_ImplSDL2_GamepadMode GamepadMode ;
bool WantUpdateGamepadsList ;
ImGui_ImplSDL2_Data ( ) { memset ( ( void * ) this , 0 , sizeof ( * this ) ) ; }
} ;
@ -389,7 +396,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
case SDL_CONTROLLERDEVICEADDED :
case SDL_CONTROLLERDEVICEREMOVED :
{
bd - > WantRefreshGamepads = true ;
bd - > WantUpdateGamepadsList = true ;
return true ;
}
}
@ -429,9 +436,8 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
io . SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData ;
// Gamepad handling
bd - > Gamepad = NULL ;
bd - > GamepadSelectAuto = true ;
bd - > WantRefreshGamepads = true ;
bd - > GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst ;
bd - > WantUpdateGamepadsList = true ;
// Load mouse cursors
bd - > MouseCursors [ ImGuiMouseCursor_Arrow ] = SDL_CreateSystemCursor ( SDL_SYSTEM_CURSOR_ARROW ) ;
@ -520,6 +526,8 @@ bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
return ImGui_ImplSDL2_Init ( window , nullptr ) ;
}
static void ImGui_ImplSDL2_CloseGamepads ( ) ;
void ImGui_ImplSDL2_Shutdown ( )
{
ImGui_ImplSDL2_Data * bd = ImGui_ImplSDL2_GetBackendData ( ) ;
@ -530,9 +538,7 @@ void ImGui_ImplSDL2_Shutdown()
SDL_free ( bd - > ClipboardTextData ) ;
for ( ImGuiMouseCursor cursor_n = 0 ; cursor_n < ImGuiMouseCursor_COUNT ; cursor_n + + )
SDL_FreeCursor ( bd - > MouseCursors [ cursor_n ] ) ;
if ( bd - > Gamepad & & bd - > GamepadSelectAuto )
SDL_GameControllerClose ( bd - > Gamepad ) ;
ImGui_ImplSDL2_CloseGamepads ( ) ;
io . BackendPlatformName = nullptr ;
io . BackendPlatformUserData = nullptr ;
@ -540,24 +546,6 @@ void ImGui_ImplSDL2_Shutdown()
IM_DELETE ( bd ) ;
}
void ImGui_ImplSDL2_SelectGamepadAuto ( )
{
ImGui_ImplSDL2_Data * bd = ImGui_ImplSDL2_GetBackendData ( ) ;
if ( bd - > GamepadSelectAuto = = false )
bd - > Gamepad = NULL ;
bd - > GamepadSelectAuto = true ;
bd - > WantRefreshGamepads = true ;
}
void ImGui_ImplSDL2_SelectGamepadExplicit ( SDL_GameController * gamepad )
{
ImGui_ImplSDL2_Data * bd = ImGui_ImplSDL2_GetBackendData ( ) ;
if ( bd - > GamepadSelectAuto = = true & & bd - > Gamepad ! = NULL )
SDL_GameControllerClose ( bd - > Gamepad ) ;
bd - > Gamepad = gamepad ;
bd - > GamepadSelectAuto = false ;
}
static void ImGui_ImplSDL2_UpdateMouseData ( )
{
ImGui_ImplSDL2_Data * bd = ImGui_ImplSDL2_GetBackendData ( ) ;
@ -615,30 +603,80 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
}
}
static void ImGui_ImplSDL2_CloseGamepads ( )
{
ImGui_ImplSDL2_Data * bd = ImGui_ImplSDL2_GetBackendData ( ) ;
if ( bd - > GamepadMode ! = ImGui_ImplSDL2_GamepadMode_Manual )
for ( SDL_GameController * gamepad : bd - > Gamepads )
SDL_GameControllerClose ( gamepad ) ;
bd - > Gamepads . resize ( 0 ) ;
}
void ImGui_ImplSDL2_SetGamepadModeAutoFirst ( )
{
ImGui_ImplSDL2_Data * bd = ImGui_ImplSDL2_GetBackendData ( ) ;
ImGui_ImplSDL2_CloseGamepads ( ) ;
bd - > GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst ;
bd - > WantUpdateGamepadsList = true ;
}
void ImGui_ImplSDL2_SetGamepadModeAutoAll ( )
{
ImGui_ImplSDL2_Data * bd = ImGui_ImplSDL2_GetBackendData ( ) ;
ImGui_ImplSDL2_CloseGamepads ( ) ;
bd - > GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoAll ;
bd - > WantUpdateGamepadsList = true ;
}
void ImGui_ImplSDL2_SetGamepadModeManual ( struct _SDL_GameController * * gamepads_array , int gamepads_count )
{
ImGui_ImplSDL2_Data * bd = ImGui_ImplSDL2_GetBackendData ( ) ;
ImGui_ImplSDL2_CloseGamepads ( ) ;
for ( int n = 0 ; n < gamepads_count ; n + + )
bd - > Gamepads . push_back ( gamepads_array [ n ] ) ;
bd - > GamepadMode = ImGui_ImplSDL2_GamepadMode_Manual ;
}
static void ImGui_ImplSDL2_UpdateGamepadButton ( ImGui_ImplSDL2_Data * bd , ImGuiIO & io , ImGuiKey key , SDL_GameControllerButton button_no )
{
bool merged_value = false ;
for ( SDL_GameController * gamepad : bd - > Gamepads )
merged_value | = SDL_GameControllerGetButton ( gamepad , button_no ) ! = 0 ;
io . AddKeyEvent ( key , merged_value ) ;
}
static void ImGui_ImplSDL2_UpdateGamepadAnalog ( ImGui_ImplSDL2_Data * bd , ImGuiIO & io , ImGuiKey key , SDL_GameControllerAxis axis_no , float v0 , float v1 )
{
float merged_value = 0.0f ;
for ( SDL_GameController * gamepad : bd - > Gamepads )
{
float vn = ( float ) ( SDL_GameControllerGetAxis ( gamepad , axis_no ) - v0 ) / ( float ) ( v1 - v0 ) ;
vn = ( vn < 0.0f ) ? 0.0f : ( vn > 1.0f ) ? 1.0f : vn ;
if ( merged_value < vn )
merged_value = vn ;
}
io . AddKeyAnalogEvent ( key , merged_value > 0.1f , merged_value ) ;
}
static void ImGui_ImplSDL2_UpdateGamepads ( )
{
ImGui_ImplSDL2_Data * bd = ImGui_ImplSDL2_GetBackendData ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
// Select a new controller
if ( bd - > WantRefreshGamepads & & bd - > GamepadSelectAuto )
// Update list of controller(s) to use
if ( bd - > WantUpdateGamepadsList & & bd - > GamepadMode ! = ImGui_ImplSDL2_GamepadMode_Manual )
{
SDL_GameController * old_gamepad = bd - > Gamepad ;
SDL_GameController * new_gamepad = NULL ;
ImGui_ImplSDL2_CloseGamepads ( ) ;
int joystick_count = SDL_NumJoysticks ( ) ;
for ( int n = 0 ; n < joystick_count ; n + + )
if ( SDL_IsGameController ( n ) )
if ( SDL_GameController * gamepad = SDL_GameControllerOpen ( n ) )
{
new_gamepad = gamepad ;
break ;
bd - > Gamepads . push_back ( gamepad ) ;
if ( bd - > GamepadMode = = ImGui_ImplSDL2_GamepadMode_AutoFirst )
break ;
}
//IMGUI_DEBUG_LOG("ImGui_ImplSDL2_UpdateGamepads(): Gamepad change %p -> %p\n", old_gamepad, new_gamepad);
if ( old_gamepad ! = NULL & & new_gamepad ! = NULL )
SDL_GameControllerClose ( old_gamepad ) ;
bd - > Gamepad = new_gamepad ;
bd - > WantRefreshGamepads = false ;
bd - > WantUpdateGamepadsList = false ;
}
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
@ -647,41 +685,36 @@ static void ImGui_ImplSDL2_UpdateGamepads()
// Get gamepad
io . BackendFlags & = ~ ImGuiBackendFlags_HasGamepad ;
if ( bd - > Gamepad = = NULL )
if ( bd - > Gamepads . Size = = 0 )
return ;
io . BackendFlags | = ImGuiBackendFlags_HasGamepad ;
// Update gamepad inputs
# define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
# define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(bd->Gamepad, BUTTON_NO) != 0); }
# define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(bd->Gamepad, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
const int thumb_dead_zone = 8000 ; // SDL_gamecontroller.h suggests using this value.
MAP_BUTTON ( ImGuiKey_GamepadStart , SDL_CONTROLLER_BUTTON_START ) ;
MAP_BUTTON ( ImGuiKey_GamepadBack , SDL_CONTROLLER_BUTTON_BACK ) ;
MAP_BUTTON ( ImGuiKey_GamepadFaceLeft , SDL_CONTROLLER_BUTTON_X ) ; // Xbox X, PS Square
MAP_BUTTON ( ImGuiKey_GamepadFaceRight , SDL_CONTROLLER_BUTTON_B ) ; // Xbox B, PS Circle
MAP_BUTTON ( ImGuiKey_GamepadFaceUp , SDL_CONTROLLER_BUTTON_Y ) ; // Xbox Y, PS Triangle
MAP_BUTTON ( ImGuiKey_GamepadFaceDown , SDL_CONTROLLER_BUTTON_A ) ; // Xbox A, PS Cross
MAP_BUTTON ( ImGuiKey_GamepadDpadLeft , SDL_CONTROLLER_BUTTON_DPAD_LEFT ) ;
MAP_BUTTON ( ImGuiKey_GamepadDpadRight , SDL_CONTROLLER_BUTTON_DPAD_RIGHT ) ;
MAP_BUTTON ( ImGuiKey_GamepadDpadUp , SDL_CONTROLLER_BUTTON_DPAD_UP ) ;
MAP_BUTTON ( ImGuiKey_GamepadDpadDown , SDL_CONTROLLER_BUTTON_DPAD_DOWN ) ;
MAP_BUTTON ( ImGuiKey_GamepadL1 , SDL_CONTROLLER_BUTTON_LEFTSHOULDER ) ;
MAP_BUTTON ( ImGuiKey_GamepadR1 , SDL_CONTROLLER_BUTTON_RIGHTSHOULDER ) ;
MAP_ANALOG ( ImGuiKey_GamepadL2 , SDL_CONTROLLER_AXIS_TRIGGERLEFT , 0.0f , 32767 ) ;
MAP_ANALOG ( ImGuiKey_GamepadR2 , SDL_CONTROLLER_AXIS_TRIGGERRIGHT , 0.0f , 32767 ) ;
MAP_BUTTON ( ImGuiKey_GamepadL3 , SDL_CONTROLLER_BUTTON_LEFTSTICK ) ;
MAP_BUTTON ( ImGuiKey_GamepadR3 , SDL_CONTROLLER_BUTTON_RIGHTSTICK ) ;
MAP_ANALOG ( ImGuiKey_GamepadLStickLeft , SDL_CONTROLLER_AXIS_LEFTX , - thumb_dead_zone , - 32768 ) ;
MAP_ANALOG ( ImGuiKey_GamepadLStickRight , SDL_CONTROLLER_AXIS_LEFTX , + thumb_dead_zone , + 32767 ) ;
MAP_ANALOG ( ImGuiKey_GamepadLStickUp , SDL_CONTROLLER_AXIS_LEFTY , - thumb_dead_zone , - 32768 ) ;
MAP_ANALOG ( ImGuiKey_GamepadLStickDown , SDL_CONTROLLER_AXIS_LEFTY , + thumb_dead_zone , + 32767 ) ;
MAP_ANALOG ( ImGuiKey_GamepadRStickLeft , SDL_CONTROLLER_AXIS_RIGHTX , - thumb_dead_zone , - 32768 ) ;
MAP_ANALOG ( ImGuiKey_GamepadRStickRight , SDL_CONTROLLER_AXIS_RIGHTX , + thumb_dead_zone , + 32767 ) ;
MAP_ANALOG ( ImGuiKey_GamepadRStickUp , SDL_CONTROLLER_AXIS_RIGHTY , - thumb_dead_zone , - 32768 ) ;
MAP_ANALOG ( ImGuiKey_GamepadRStickDown , SDL_CONTROLLER_AXIS_RIGHTY , + thumb_dead_zone , + 32767 ) ;
# undef MAP_BUTTON
# undef MAP_ANALOG
const int thumb_dead_zone = 8000 ; // SDL_gamecontroller.h suggests using this value.
ImGui_ImplSDL2_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadStart , SDL_CONTROLLER_BUTTON_START ) ;
ImGui_ImplSDL2_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadBack , SDL_CONTROLLER_BUTTON_BACK ) ;
ImGui_ImplSDL2_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadFaceLeft , SDL_CONTROLLER_BUTTON_X ) ; // Xbox X, PS Square
ImGui_ImplSDL2_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadFaceRight , SDL_CONTROLLER_BUTTON_B ) ; // Xbox B, PS Circle
ImGui_ImplSDL2_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadFaceUp , SDL_CONTROLLER_BUTTON_Y ) ; // Xbox Y, PS Triangle
ImGui_ImplSDL2_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadFaceDown , SDL_CONTROLLER_BUTTON_A ) ; // Xbox A, PS Cross
ImGui_ImplSDL2_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadDpadLeft , SDL_CONTROLLER_BUTTON_DPAD_LEFT ) ;
ImGui_ImplSDL2_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadDpadRight , SDL_CONTROLLER_BUTTON_DPAD_RIGHT ) ;
ImGui_ImplSDL2_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadDpadUp , SDL_CONTROLLER_BUTTON_DPAD_UP ) ;
ImGui_ImplSDL2_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadDpadDown , SDL_CONTROLLER_BUTTON_DPAD_DOWN ) ;
ImGui_ImplSDL2_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadL1 , SDL_CONTROLLER_BUTTON_LEFTSHOULDER ) ;
ImGui_ImplSDL2_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadR1 , SDL_CONTROLLER_BUTTON_RIGHTSHOULDER ) ;
ImGui_ImplSDL2_UpdateGamepadAnalog ( bd , io , ImGuiKey_GamepadL2 , SDL_CONTROLLER_AXIS_TRIGGERLEFT , 0.0f , 32767 ) ;
ImGui_ImplSDL2_UpdateGamepadAnalog ( bd , io , ImGuiKey_GamepadR2 , SDL_CONTROLLER_AXIS_TRIGGERRIGHT , 0.0f , 32767 ) ;
ImGui_ImplSDL2_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadL3 , SDL_CONTROLLER_BUTTON_LEFTSTICK ) ;
ImGui_ImplSDL2_UpdateGamepadButton ( bd , io , ImGuiKey_GamepadR3 , SDL_CONTROLLER_BUTTON_RIGHTSTICK ) ;
ImGui_ImplSDL2_UpdateGamepadAnalog ( bd , io , ImGuiKey_GamepadLStickLeft , SDL_CONTROLLER_AXIS_LEFTX , - thumb_dead_zone , - 32768 ) ;
ImGui_ImplSDL2_UpdateGamepadAnalog ( bd , io , ImGuiKey_GamepadLStickRight , SDL_CONTROLLER_AXIS_LEFTX , + thumb_dead_zone , + 32767 ) ;
ImGui_ImplSDL2_UpdateGamepadAnalog ( bd , io , ImGuiKey_GamepadLStickUp , SDL_CONTROLLER_AXIS_LEFTY , - thumb_dead_zone , - 32768 ) ;
ImGui_ImplSDL2_UpdateGamepadAnalog ( bd , io , ImGuiKey_GamepadLStickDown , SDL_CONTROLLER_AXIS_LEFTY , + thumb_dead_zone , + 32767 ) ;
ImGui_ImplSDL2_UpdateGamepadAnalog ( bd , io , ImGuiKey_GamepadRStickLeft , SDL_CONTROLLER_AXIS_RIGHTX , - thumb_dead_zone , - 32768 ) ;
ImGui_ImplSDL2_UpdateGamepadAnalog ( bd , io , ImGuiKey_GamepadRStickRight , SDL_CONTROLLER_AXIS_RIGHTX , + thumb_dead_zone , + 32767 ) ;
ImGui_ImplSDL2_UpdateGamepadAnalog ( bd , io , ImGuiKey_GamepadRStickUp , SDL_CONTROLLER_AXIS_RIGHTY , - thumb_dead_zone , - 32768 ) ;
ImGui_ImplSDL2_UpdateGamepadAnalog ( bd , io , ImGuiKey_GamepadRStickDown , SDL_CONTROLLER_AXIS_RIGHTY , + thumb_dead_zone , + 32767 ) ;
}
void ImGui_ImplSDL2_NewFrame ( )